R sb occluderFacing (cvar)

Description

This CVar sets which faces serve as occluders for shadow buffers.

Usage

At the console type…

r_sb_occluderfacing [Int]

Parameters

  • [Int]
    • 0 - Use front faces.
    • 1 - Use back faces.
    • 2 - Use midpoint between front and back faces.

Flags

Flag Enabled Description
CVAR_ALL all flags
CVAR_BOOL variable is a boolean
CVAR_INTEGER X variable is an integer
CVAR_FLOAT variable is a float
CVAR_SYSTEM system variable
CVAR_RENDERER X renderer variable
CVAR_SOUND sound variable
CVAR_GUI gui variable
CVAR_GAME game variable
CVAR_TOOL tool variable
CVAR_USERINFO sent to servers, available to menu
CVAR_SERVERINFO sent from servers, available to menu
CVAR_NETWORKSYNC cvar is synced from the server to clients
CVAR_STATIC X statically declared, not user created
CVAR_CHEAT X variable is considered a cheat
CVAR_NOCHEAT variable is not considered a cheat
CVAR_INIT can only be set from the command-line
CVAR_ROM display only, cannot be set by user at all
CVAR_ARCHIVE set to cause it to be saved to a config file
CVAR_MODIFIED X set when the variable is modified

Notes

This CVar is for the use of shadow buffers and it’s not used by Doom 3. With a usual shadow buffers implementation if you lights take snapshots of the world and save it as textures. Option “2” render two shadow buffers: one using the front facing triangles to the light and one using the back facing triangles to the light and then combines them together to find a midpoint value between all of the surfaces. Midpoint renderings is a higher quality option with a performance cost.